It wasn’t normal.
It was poor optimization. I went through the map again, looking for anything any possible vis optimization possible. I’m sure I missed a lot, but still, I got the compile time to a little over an hour.
So! I’ve compiled two of the three maps (one is a background map) that I’ll be releasing shortly. Getting very close now…
More footage!
Compare these to the footage below. Proof that I HAVE been working despite the extended silence!
Argh! Wordpress is stupid and is eating my embed code, so here are straight links:
Still plugging along.
I’m still here; still working. I’ve been making lots of progress, despite what my update schedule might show. I’ve got my three main maps almost all in an alpha state, meaning that they’re essentially how they’ll be when they finally launch. I’ve had the basic layout of each one done for a while, and I’ve been fleshing out various areas of each for a while now.
The dev footage you saw in the previous post is now pretty noticeably outdated, since I’ve added a lot of new content to that map in the video. It’s still rough right now, but there’s a complete path through the map, and only 1 area left that i need to detail. It’s a fairly large area, though, so it might be a while.
Also, my video card is on its way out. There’s artifacts all over my 3d views/games, and the drivers crash and recover all the time. This, in addition to the fact that Hammer (the level editor) crashes to desktop probably 5 times an hour since the beginning of this project, and the time dealing with stupid tech issues is starting to get noticeable.
But I’m still pretty excited about what I’ve got so far. Hopefully the video I posted before looked fun. If so, then the map is much more fun with the new additions.
I’ll try to have some more shots up soonish.
Gameplay footage!
I’ll let this speak for itself:
Change of Tack
Developing a single player map, I have to say, is hard work. Especially if you’ve never done one before. Or at least, that’s what I’ve discovered about myself.
I spent literally months tweaking a single building (the one I said I’d wrapped up in the previous post), only to decide the quality sucked and remove it entirely. I’ve still got it in previous versions, and there were elements in it that I really did like a lot. But the overall pace and experience within that warehouse wasn’t as good as it needed to be, so it got the axe.
I sort of hate doing that kind of stuff, but at the same time, now that it’s gone and I’ve changed direction, the map is progressing so much more quickly and fluidly. As a celebration of sorts, I’ve attached two shots straight from the editor. Notice the change in the red warehouse compared to how it was a few months ago. It plays a lot better in this new version.
Also, please keep in mind that a lot of what you see in the editor shots is not detailed or polished. I’m not at that stage yet. So things will look ugly now, but get better once they’re polished. Just take a look at Devious Methods for some idea of how it’ll turn out. And there are a few placeholder buildings right now until the real ones are built. But hopefully you get the idea.
One of the best things about making a map like this is it allows me to write a story for it. I’ll go into some of the frustrations stemming from that in a later post.
Back on track in a big way
I’ve made a ton of progress in the last two days. I’ve got the second of about 7 warehouses just about blocked out and I’m close to starting on the next.
I’ve started a page for this project, but I’m going to keep it pretty vague for a while, until I’m pretty far along. I’ll post screenshots eventually, story, etc.
Ever forward…
The SP level is going well, but progress is slower than I’d like. But this is pretty much always going to be the case. I’ve got probably half of it planned out 90+% and the other half is basically just an idea. But I know it’ll work. I just need to keep plugging away.
I’m far enough along to show a screenshot. Keep in mind that it’s not only a WIP, but that this part has been redone. But this is a fair representation of the level so far.
Changing tack again
This single-player map is slowly becoming the bane of my very existence. This is how it’s been going for a while now:
- Plan
- Plan
- Plan
- Sketch
- Plan
- Sketch
- Toss 90%
- Go to step 1
I’m going to try yet another approach to this. Thus far, I’ve been attacking the map one structure at a time, laboring over every detail, puzzle, route, etc. And it’s just not working.
Instead, I’m going to build the basic plan, which I’ve had worked out for a month, and then fill the said details in later. Hopefully I’ll be able to get some creative momentum going. Because right now it’s like I’m slogging through setting concrete.
Right now, I don’t think there are enough puzzles / things to do within the level the way I have it planned so far, so I’m hoping that if I’m able to run through it I’ll get a better sense of what’s lacking and what needs refinement.
I’ve had a creative block on this thing since before christmas. I have to do something.
Plugging away
Happy holidays/new year!
I’ve been silent, but I’ve been working working working on plans for a new map. I’m doing this one right and planning everything out on paper first. Because otherwise I end up with shit and a bunch of wasted time!
It’s too early to post screens, but below are two pages of the first few sketches I’ve done for it. I probably have close to 50 now.
MINERVA:Metastasis
If you haven’t played it yet, I highly suggest you go play thru MINERVA:Metastasis, by Adam Foster, a time or two. It’s well worth it. And what’s more impressive than the mod/map/minigame itself is the fact that a single guy is responsible for just about the whole thing. I just finished it yesterday, and it’s definitely worth trying out.
I’ll leave the description and plot analysis to people more qualified than I, but I’ll say that the story, while sparse, is fleshed out enough to prompt a lot of questions. Let’s hope that this isn’t the last of this series.